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Messages - Maaxar

#1
Quote from: LoonyLadle on May 24, 2020, 08:50:09 PM
Quote from: Maaxar on May 24, 2020, 08:27:21 PM
- Adds bones to Humans
- Allows the Pila, Short Bow, Long Bow, and Recurve Bow to be also be made out of Bone, Thumbone, or Chitin

I believe there is still unused references to a human bone def in my mod code because I originally had planned to have such a product. I later abstracted it out because of how humans react to human butchery products. But I know that most people who play this game don't understand or appreciate why that is.

More importantly, there is an actual technical reason why I did not stuff weapons.  It is not so blatantly illogical for buildings but the interaction of stuff with otherwise non-stuffed items, especially things like archaic weapons, is nonsense. Making a sensible interaction for this is a delicate balance matter that is not so easily solved; it is best done with a mod dedicated to that purpose. I strongly disapprove of these patches.

Hmm, makes sense regarding human butchery products and how pawns react to them. Would it be possible to make a "human bone" extension similar to the one you made for thrumbone that gives similar reactions to pawns for products made from it? I would have to dig around in how the "wearing human leather" thoughts are generated, but it should be possible right?

I can see what you mean about potential caveats of making non-stuffed weapons stuffed, but out of curiosity what are some of the problematic interactions? Does making a bow out of bone or chitin alter its combat behavior in unintended ways?

I am of course, willing to take down the patch repository and continue to only use it for my personal games if you would prefer.
#2
I made a few patches for Lulu's Bones and Chitin mod for personal use. It is available here:

https://github.com/Maaxar/LuluBonesPatchCollection

It does the following:

- Adds bones to Humans
- Allows the Pila, Short Bow, Great Bow, and Recurve Bow to also be made out of Bone, Thrumbone, or Chitin
- Adds bones to any Alien races added by the Humanoid Alien 2.0 framework mod
- If you have Wulf's Expanded Insects installed, it removes Wulf's Soft Chitin and Robust Chitin and adjusts the recipes of his added items to use the Bone or Chitin from Lulu's mod instead

Lulu you may add any of these patches into the base mod as you see fit.
#3
I have updated a few of Lulu's mods to support 1.1 and the Royalty DLC for my own personal use. I am linking them here for anyone else who is interested.

https://github.com/Maaxar/LuluAnimalCybernetics - I added all of the animal-relevant Royalty DLC prosthetics and bionics. I have not tested all of Trunken's patches as I only use [FSF] Vanilla Bionics Expansion, but unless those mods have had major changes they should all be working
https://github.com/Maaxar/LuluVanillaSurgeryExpansion
https://github.com/Maaxar/LuluMoreSurgeries
https://github.com/Maaxar/LuluChunkWalls

There are some other forks of Lulu's mods on my GitHub but do not use any of those as they are not currently working due to my lack of knowledge in Harmony patching, and the new Harmony library having a lot of changes.

Lulu you are of course welcome to merge any of the changes I have made or reject them as you see fit.
#4
Help / Can't seem to get my patch working
November 06, 2018, 10:10:44 PM
Hello, I am trying to write a small patch (first time using xml patching).

The patch is supposed to add recipes from the VGP Garden Resources mod to the smelter from the Lord of the Rims mod.

This is what I have:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationSequence">
<success>Always</success>
<operations>
<li Class="PatchOperationTest">
<xpath>*/ThingDef[defName = "LotR_TableSmithy"]</xpath>
<success>Invert</success>
</li>
<li Class="PatchOperationAdd">
<xpath>*/ThingDef[defName = "LotR_TableSmithy"]/recipes</xpath>
<value>
<li>ExtractRawSteelLeaf</li>
<li>ExtractRawPlasteelLeaf</li>
<li>ExtractRawGoldLeaf</li>
<li>ExtractRawJadeLeaf</li>
<li>ExtractRawSilverLeaf</li>
<li>ExtractRawUraniumLeaf</li>
<li>ExtractBulkSteelLeaf</li>
<li>ExtractBulkPlasteelLeaf</li>
<li>ExtractbulkGoldLeaf</li>
<li>ExtractBulkRawJadeLeaf</li>
<li>ExtractBulkSilverLeaf</li>
<li>ExtractBulkUraniumLeaf</li>
</value>
</li>
</operations>
</Operation>
</Patch>


Everything loads okay, but when I get in the game the smelter does not have the recipes.

Am I missing something obvious?